DBFZ/Android 16

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Revision as of 06:01, 18 November 2020 by Shtkn (talk | contribs) (renamed assists to Assist A/B/C to avoid same name as other special moves)
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Overview
Overview

Android 16 is a hardcore grappler, but unlike your traditional grappler he is surprisingly mobile thanks to DBFZ's universal mechanics not being lost on him. Predictably, his gameplan largely revolves around getting in the opponent's face and making them guess whether or not he's going to grab them or frametrap them. With large sweeping normals and a low 2L, 16 can run a vortex on the opponent very easily. Not only that, he has an anti-air command grab which is always nice. Lastly, his assists are pretty good.

Android 16 has a somewhat higher skill barrier than other characters, due to his optimal damaging combos generally using advanced tech like the universal rejump, and not knowing these will stifle Android 16's damage greatly. You'll also need to learn how to tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. into 236L if you want to make the opponent afraid of you. Prepare to lab a bit if you want to play him.

"My power was made to protect that which is precious."
Lore:Originally created by Dr. Gero for the express purpose of killing Goku, Android 16 would go on to become his ally instead during Cell's rampage. Developing a fondness for nature and animals, he would fight to protect the birds and the forests from Cell. He was destroyed, but not before playing a part in helping Gohan awaken to the state of Super Saiyan 2 before Cell snuffed him out.

 Android 16  Android 16 is a grappler who can break through his opponents' defenses with powerful command grabs and mixups.

Pros
Cons
  • Big Range: Long reaching, easy to hit-confirm buttons.
  • Mobile Grappler: Benefits greatly from system mechanics for his archetype.
  • Command Grabs: 236L is a very fast grab that's handy in blockstrings, j.236H is an unblockable lariat-style move, and 214H is also the fastest anti-air in the game.
  • Strike Armor: Has strike armor embedded into his heavy normals, allowing him to truck through several attacks.
  • Requires Assists: Pitiful damage and neutral without assists.
  • Abysmal Meter Gain: Builds extremely low amounts of meter compared to other characters.
  • Stagger Potential: Almost all normals are unsafe on block, preventing him from doing any stagger pressure.
  • Blockstrings: Cannot true-string into safe blockstring enders without gaps or additional resources.
  • Poor Assist Punish: Almost no ability to "happy birthday" opponents due to his combo structure.
  • Whiffing Ki Blasts: His ki blasts are committal and have high recovery.


Android 16
DBFZ Android 16 Portrait.png

Normal Moves

5L

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5L
5LL
5LLL

  • 5L is Android 16's fastest standing normal.

Useful for punishes, as it's very fast for it's range.


  • 5LL's range isn't that great and fairly punishable on whiff.

Combo and blockstring filler. Unsafe unlike most other 5LL's, which severely limits it's use.


  • 5LLL side switches on hit.
  • Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
  • Can be followed up by Flying Power Bomb or Super Dash into a combo.

With it being a grab, you can set up tick throws with this using a low blockstun assist. Otherwise, you don't want to go into this because it can't grab otherwise and is a very situational combo tool.

5M

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  • Ground bounces airborne opponents.

Vital to 16's rejump and corner combos, as it consistently combos into 2M. Otherwise, it's strictly blockstring filler.

5H

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  • Has super armor against high and mid strikes, loses to lows.

The armor takes a while to start up, best used at mid range. At close range it can be stuffed by lows, and at far range it can be hit by weak projectiles such as ki blasts.

5S

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  • Mash or hold S to get the second hit to come out.

Having a fireball is an unusual tool for a grappler, but 16 has one regardless. Excellent as a neutral tool and adds good damage to combos too.

2L

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  • 16's only normal that could stagger.
  • On block/hit, 2L can only be delay canceled into. 5L > delay 2L and 2L > delay 2L have a 4F gap on block.

Good low-hitting light normal compliments his grab game. Massive range and surprisingly good frame advantage makes this move vital to 16's pressure.

2M

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  • Average range but slow start-up for a 2M.

2H

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  • Has super armor against physical attacks.

16's go-to anti-air. 214X requires assists to convert off of, but it's useful for different things compared to 2H.

6M

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  • It's an overhead.

Mostly used to catch people sleeping after conditioning them to block low. 16 does not have a good way to maintain pressure meterlessly after a 0 on block situation, so it should only be used with an assist to back you up.

j.L

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  • Big downward hitbox and long active frames, great for IADs.

j.M

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  • Very long range, amazing crossup tool.

Because of his non-traditional j.H, j.M is 16's strongest single-hit jump-in.

j.H

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5LLLLLLL
j.H

  • 5LLLLLLL wall bounces on Smash hit.

Can be used multiple times as it doesn't require U+ Smash like other 5LLLLLLL. Combos into delayed j.236M anywhere on screen for a "knockdown".


  • j.H has super armor against physical attacks, loses specifically to 2H.
  • Wall splats on Smash hit. Combos into SD.

Almost identical to 5H. Non-smash version can combo into j.214L if 16 is under the opponent.

j.S

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  • Mash or hold S to get the second hit to come out.

16 doesn't have a real answer to superdash when he's in the air, but the angle he shoots at makes it a remarkably good counterpoke.

j.2H

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  • Smash on air-to-air hit, results in a sliding knockdown.

Borderline useless for neutral, mixup, midscreen combos due to being very slow. Though has a niche use in corner assisted combos with Smash j.H > j.2H ▷ 214S.

Special Moves

Dynamite Driver

236L/M/H

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L
M
H

  • L stands still and reaches forward as a command grab.
  • Results in a short sliding knockdown.

This is 16's go to command grab. He doesn't get a combo off it like 236M, but it is completely unreactable. It also doubles as his sliding knockdown combo ender from vanish and ground combo Dragon Rushes.


  • M lunges forward after a few frames of startup. Covers 75% of the screen.
  • Smash hit throws the opponent into the wall resulting in a wallbounce. Can be easily be followed up by 214M everywhere on screen, or combo into Super Dash in the corner.
  • Non-Smash hit results in short sliding knockdown.

Trucks through any and all projectiles for a free confirm into 214X.


  • H is almost identical to M version but comes out much faster. Covers 85% of the screen.

A hair better than the M version, but still not often used.

Gliding Powerbomb

j.236L/M/H

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L
M
H

  • L is the easiest version to combo into due to it having the least startup.
  • Similar to the grounded version that he does not move during the grab.

Mostly used as assist combo filler.


  • M lunges forward after a few frames of startup. Covers 65% of the screen.
  • Smash hit automatically follows up with a wall bounce throw.

Better than j.236L if you catch the opponent with it, but it's so slow that's not likely to happen. You'll mostly be using this in corner combos.


  • H is almost identical to M version but has little startup frames.

Very fast aerial command grab that reaches roughly half of the screen. Think of it as a lariat.

From a raw SD hit, you can confirm into j.236H > SD into another airstring.

Flying Powerbomb

214L/M/H (air OK)

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Ground L
Air L
Ground M
Air M
Ground H
Air H

  • L lunges at a more vertical angle.
  • Upper body invulnerable on startup for anti-airing jump ins.

Used mostly as an alternate to j.236L in assist combos. Very useful for tagging jump-outs and airborne opponents close to you.


  • M lunges at a more horizontal angle than the L version. Covers 65% of the screen.
  • Has a few frames of startup.
  • Upper body invulnerable on startup for anti-airing jump ins.

The more powerful cousin of 214L. Much better for catching jump-outs and airborne opponents in general because of the angle.


  • H Ground version has a launching hitbox.
  • Covers 75% of the screen.

The ground splash is a 6F projectile low that's safe on block. Since 16's fastest normal is 5L at 7F startup, this is your go-to move to challenge pressure, e.g. after a blocked 6M. If it trades with almost all other 6F normals, 16 will recover before the opponent does and can convert with 5LL > 5M > 2M etc.

Also since it's so fast, has good range and head invul from frame 1, you can also use this as a pseudo DP.

Hell Heat

236S or 214S

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236S
214S

  • 236S shoots forward, 214S shoots directly underneath him. 214S can hit opponents in sliding knockdown, launching them back up.
  • Despite clashing with typical beams and having a high amount of hits, both versions' ability to cancel out beams is very inconsistent.
  • Both versions do very high chip damage if blocked, and are safe on Reflect.

236S is mostly a frametrap, as it has a 3-frame gap from any M/H normal which will catch almost anything that isn't invincible. 214S has a gap that can be mashed out of but is +4 in exchange, giving an easy pressure reset back into 5L.

214S ability to OTG give 16 a rather unique assist extension route with j.2H ▷ 214S + Assist.

Z Assists

Assist A

Hell Heat

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  • Keeps grounded opponent standing, but can be used as a launcher for some combos.

An incredibly versatile assist. It covers most of the screen and sends opponents upwards making it very easy to connect during combos.

Hell Heat is also good during clashes. Against most other assists in the game, it will usually win with its speed and priority.

Assist B

Hell Impact

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  • Does j.[S](2) and then 5[S](2)
  • Ki Blast property

Acts like 2 assist calls, very good for combo extension.

Assist C

Hyper Tackle

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  • 16 rushes in performing 5H, then 2H. If the attack succeeded, he'll teleport behind for a j.2H footdive.
  • Sadly not armoured.

Super Moves

Hell Flash

236L+M or 236H+S (Air OK)

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Ground
Air

  • Does less damage if 16 is higher up. [] is on far hit.
  • Minimum damage is 99*8 [96*8].
  • Causes sliding knockdown.

Hell Flash Maximum Output

214L+M

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  • Minimum damage: 1716

As a command grab, it can be avoided by jumping, making it less useful as a reversal option than other level 3s.

Last Resort

214H+S

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  • On hit, locks Android 16 out of using this again and leaves him at 1 HP. All damage lost from this Meteor is in blue health.
  • Cannot be combo'd into and only catches grounded opponents.

Due to dealing an absurd amount of damage, it's essentially an instant kill that also gives the opponent 7 bars. Good for memes and maybe for punishing certain raw Supers on the ground. Don't bother otherwise.

External References

Navigation

To edit frame data, edit values in DBFZ/Android 16/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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